Her magnetic gauntlet can recall the knife by re-activating secondary fire. Her knife, which the Queen calls “Gracie,” applies a wound that causes damage over time if she lands a direct hit on an enemy. The active ability triggers when you press secondary fire, causing her to throw the knife in her off-hand. Jagged Blade is Junker Queen’s secondary fire and comes with both active and passive abilities. The concept of throwing and recalling her weapon eventually led to her next ability: Jagged Blade. It led to a rigid playstyle that didn’t allow for the use of other axe-based abilities while her weapon was out-of-hand, so the throw was swapped to a slash with a wound effect. The original iteration of Carnage let her throw her axe following the initial swing before recalling it back to herself with her magnetic gauntlet however, when implemented, the practice of throwing her axe felt wrong. We didn’t want to take Junker Queen down a similar path, so we incorporated her axe into this ability. For example, Genji’s Dragon Blade used to be his primary weapon, but didn’t translate well in-game in the end, it was transformed into the powerful Ultimate players know today. We thought her axe might work as her primary weapon, but historically, making a melee hero in Overwatch has come with its own set of challenges. Junker Queen refers to her axe as “Carnage,” further inspiring the importance of this ability in her kit. Carnage consists of a big, sweeping swing that wounds all enemies in front of her, dealing damage to them over time and activating Adrenaline Rush. Get excited.Junker Queen’s character has always been depicted with an axe, so that was the starting point for her design. You’ll be able to find out how Doomfist feels in action if you’re lucky enough to make it into the Overwatch 2 PVP beta, which starts in less than a week. Slowing down opponents will make them an easier target for teammates with decent aim too. Doomfist rollouts will be significantly affected by the loss of Rising Uppercut, but he’ll have more defensive utility to make up for that.ĭuring a call with reporters this week, Goodman suggested Doomfist’s abilities should pair well with DPS heroes who can punish enemies that are caught out of position, such as Widowmaker, Hanzo and Sojourn. Those are Doomfist’s changes for Overwatch 2 as things stand (though it’s worth remembering this is a beta and things may be altered). As for the Hand Cannon, the ammo charge rate is being increased, though it will deal a bit less damage per shot (six per pellet, down from five). He’ll have the same role-based passives as other tanks, including a knockback reduction and lower Ultimate charge for allies (through healing) and enemies. That will bring him in line with other tanks. That could open up the potential for some killer combos if you can coordinate well with your teammates.Įlsewhere, Doomfist is getting a health buff from 250 to 450. Instead of knocking back enemies caught in the radius, it will slow them. The cast time is being reduced but so is the damage output. It almost feels like a parry,” lead hero designer Geoff Goodman said.Īs for Doomfist’s Ultimate, Meteor Strike, that’s in for some changes as well. “When you block a hard-hitting attack, you get powered up instantly. If you use Power Block well, it’ll effectively act as a counter ability - as if Doomfist didn’t already feel like a fighting game character transported to Overwatch. However, Rocket Punch will deal far less damage than you’ll be used to. If you knock a target into a wall, you’ll stun them for around one second. This will supercharge his next use of Rocket Punch, increasing the distance, travel speed, damage and knockback radius. If Doomfist blocks enough damage from enemies, his gauntlet will charge up. When this is active, it will reduce damage taken from the front by 90%. Replacing Rising Uppercut is a new defensive ability called Power Block.
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